Well, it is time - even if really late - to say that the Bronze Age recostrunction in the WIP section has been finished this June You can download the client, the source code, the database and whatever you need at www.reflex.lth.se/culture/annelovwhere you can find also latest screenshots of "my creature".Of course, it is a sort of prototype and since - I repeat - I didn't have any experience of game programming, modelling, textures and so on, the quality is far from being professional. Even so, thanks to Crystal Space rendering and Planeshift engine, I have been made a quite decent application

If you are interested in the thesis, please write me a PM, so I can send it to you! (141 pages)

I am interested in Virtual Archaeology since I did my thesis in the subject and I used Crystal Space + Planeshift for realizing my prototype.My questions about your work are probably not that technical, but I hope I can ask them anyway

What sort of interaction are you planning to have?Is it yet another visualization project without "life" in it?

Oh, great, I discovered now that somebody replied to this topic. I am such a disaster.

Well, sorry for the delay, and now after 5 months I will try to answer the questions:

My project doesn't involve NPCs and Quests, Planeshift uses them, but Virtual Annelöv (the Bronze Age reconstruction) no, since the "quests" are people driven and not code one and are associated directly with the game itself. What I mean is that the quests are more on a conceptual level and that the people gather in game for doing a quest, which goal has been expressed in an email.

Planeshift has a quite good support for NPCs and Quests, but it could be better CS itself doesn't have this, but through CEL as far as I know it is possible to invent whatever you have in mind. I remember Jorrit working on a questmanager, and I guess NPCs are handled as entities.

What I did implement those days, when I was working on VA was more "interaction" between the user and the game, especially actions connected to the Bronze Age life. For example, I implemented a command for burning a pyre, or the possibility to dig a grave.What I did was basically to take PS source code and see what I thought it was totally useless and I commented that away (especially when certain things were visible to the user, e.g. magic windows), but then I had to implement things for what I had in mind (e.g. the possibility to moving objects that could not be picked up, like a cow or a sheep).

I don't think it is possible to make through CS a virtual environment without knowing a little of coding, and that would not happen neither if you would have liked to use Planeshift, since it is a rather complex application.

Thank you for the compliments The good thing of my project is that it relies on Planeshift which is - I believe - one of the most advanced projects developed using Crystal Space. I have done little, but certainly, I have learnt a lot.

My project itself is not a non-profit organization, while Planeshift is handled by such, Atomic blue (www.atomicblue.org).I think you would be more than welcome, Theresa, to join Planeshift (I have finished my project in June, if I knew it before I would have beg for your help ) and if you need more information about it, please, just contact me!

I am working on a small multiplayer RPG that has as setting a Bronze Age reconstruction (and partially, show also how the place has been during the excavations of the site).

The idea is to use PS engine, with obvious modifications.

The status is that the model is practically finished, what I miss is: - a playerbarrier, for avoiding avatars "jesus-style" walking over the river- a dynamic light, that represents the sun- some .spr object with a better texture (just one, instead of multiple)- generic work over the avatars

I have encountered two little problems that I haven't yet solved:- The portals are not always visualizing correctly what they should. I am afraid it is because they are too small or there is some z-buffer render issue- The relight of all the maps, alltogether, give segmentation fault. But, I haven't personally tried this so I have to see if it happens also to me (quite probable)

Today I will start to try to put my "world" into PS code, even if I have encountered those problems above.

I personally use 3dsmax, because I don't like so much Blender interface.3dsmax has its advantage and disadvantage, like all software. First of all it is not for free, but it has really nice tutorials and there and then some supports forum.

The 3dsmax exporter, the one used by PS team, is an ok tool, but sometimes the guide is not updated and intuitive (often the explanation are a bit "misty"), and it does not support all the features for CS, but the ones needed by the PS team (that are a lot, anyway).Btw, there is the possibility to contact the authors for help.